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Post by chris107 on Feb 12, 2015 5:47:52 GMT
Noggin is not one for carousing. He prefers to save his pennies and send them North to help his family. If the others wander round town he will tag along but only so he can prattle on some more.
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Post by mullmann on Feb 12, 2015 6:40:08 GMT
Noggin is not one for carousing. He prefers to save his pennies and send them North to help his family. If the others wander round town he will tag along but only so he can prattle on some more. No problem. Is Noggin or anyone else wanting to try and find any items to purchase in this City, equipment, weapons, etc?
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Post by chris107 on Feb 12, 2015 7:35:30 GMT
Noggin needs to buy 6 little arrows to refill his quiver, another weeks food and as a special treat more tasty red wine. Let me know how much and I'll cross it off his list of coins. OOC - I forgot to add his potion of gaseous form to his equipment list. I'll do that now.
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Post by mullmann on Feb 13, 2015 1:42:17 GMT
Noggin needs to buy 6 little arrows to refill his quiver, another weeks food and as a special treat more tasty red wine. Let me know how much and I'll cross it off his list of coins. OOC - I forgot to add his potion of gaseous form to his equipment list. I'll do that now. Hi Chris, you can just go off list prices in the B/X book. For the arrows just go with 1/2 of what 20 arrows cost if they comes in 20's. If something isn't listed in B/X use the rates from 1e thanks!
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Post by mullmann on Feb 13, 2015 4:09:40 GMT
Ok, time to NPC some folks and keep things moving Auto-carouse. All fail initial rolls of level or under on d20, and that prompts rolls on the carousing mis-hap table Gerin: rolls 19, When in a drunken stupor you asked your god(s) to get you out of some stupid mess. Turns out they heard you! Now as repayment for saving your sorry ass, you’re under the effects of a quest spell. Your quest is to find a golden chalice with a scene of knights jousting New thief guy, rolls a 15, Invest all your spare cash (50% chance all gems and jewelry, too) in some smooth-tongued merchant’s scheme. 1-4 it’s bogus 5 it’s bogus and Johnny Law thinks you’re in on it 6 actual money making opportunity returns d% profits in 3d4 months. - next rolls a 1, bogus, lose all your money Faun, rolls a 5, Gambling losses. Roll the dice as if you caroused again to see how much you lose. Second roll is a 15 for your gp losses You end up your drunken escapades at a crappy Tavern/Inn. You barely remember going to bed, but all have strange dreams of being gripped by a giant skeletal hand. You are awoken roughly with falling on a hard cold stone floor. It is pitch dark. You have all your gear. Noggin is along as well. What are your actions?
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Post by chris107 on Feb 13, 2015 8:20:36 GMT
Noggin listens carefully and sniffs the air. He whispers "Who's there?"
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Post by Anti-Steve on Feb 14, 2015 18:38:07 GMT
Snakefinger takes to the rooftops of the wharf and searches for the merchant that fucked him.
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Post by mullmann on Feb 14, 2015 19:42:33 GMT
You end up your drunken escapades at a crappy Tavern/Inn. You barely remember going to bed, but all have strange dreams of being gripped by a giant skeletal hand. You are awoken roughly with falling on a hard cold stone floor. It is pitch dark. You have all your gear. Noggin is along as well. What are your actions? Just to be clear. You get the idea that your dreams were all real. You feel like you may be underground now, judging by the dankness of the air, musty smell and complete darkness. Noggin whispers out into the darkness, but there is no reply.
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Post by chris107 on Feb 15, 2015 9:10:05 GMT
Making sure his little sword is by his side he will light a torch..
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Post by Anti-Steve on Feb 15, 2015 17:22:13 GMT
Chris, could you say "wee sword" from now on? I'd really appreciate it, thanks.
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Post by mullmann on Feb 15, 2015 17:46:08 GMT
Noggin, strikes flint to steel and eventually gets a torch lit. By holding the torch up and walking about you get a view of your surroundings
This is a room, 30 feet wide east to west, and 20 feet deep north to south. The walls are 10' tall and the ceiling is flat. The stone work is of a sand color and appears gritty. A dwarf skeleton with a cleaver through it's chest is lying on a large wooden table in the room's center. A wooden door leads from each end of the north wall. A single wooden door is set in the center of the south wall.
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Post by Lord Huthor on Feb 17, 2015 7:06:34 GMT
Going to get a lantern lit - in case the hobbit drops his torch for something more interesting.
Then checking out the cleaver/dwarf skeleton - very carefully! (in case it's an animated skeleton with a unique take on keeping his weapon close to hand).
Anything else on or under the table?
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Post by chris107 on Feb 17, 2015 16:25:35 GMT
Noggin creeps up behind the grumpy old cleric. He also nervously watches the corpse for signs of animation.
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Post by mullmann on Feb 17, 2015 20:04:20 GMT
You get a closer look at the dwarf skeleton on the large table. the cleaver is rusty. Looks like the dwarf has been dead for a hundred years Tucked into it's ribcage you find a rolled up piece of parchment, scrawled on it are some arabic words or symbols. under the light of your torch , Snakefingers takes 10 minutes but believes he has deciphered the message- cryptically it says 'YOU'RE NEXT'
nothing else of interest in this room.
There are 3 doors (as described earlier), which do you open?
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Post by chris107 on Feb 18, 2015 8:43:23 GMT
Noggin will go look at each door starting with the South and heading clockwise. He will sniff and listen at them too but be carful not to poke them; he'll leave that to Snakefinger..
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Post by Lord Huthor on Feb 18, 2015 11:15:31 GMT
Gerin readies himself for any potential trouble.
He also decides (in the interest of tactical positioning - laced with a healthy dose of self-preservation) to not stand directly in line with any door that the hobbit or thief is messing with.
"Being devoured by a dragon makes you remembered in the history books!" his old mentor used to advise him. "Dying to a hail of poison needles while opening a door tends to tarnish your legend somewhat...."
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Post by mullmann on Feb 19, 2015 5:55:50 GMT
Noggin listens at the 2 doors on the north wall and the door in the center south wall. No noises detected.
Snakefingers doesn't find any traps.
All is eerily silent. The place smells of must and old death (perhaps not too surprising as there was the skeletal remains of a dwarf on the dining table)
Where to next?
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Post by chris107 on Feb 19, 2015 7:57:56 GMT
Noggin suggests that one of the big folk should open the door to the South. He will stand ready with his bow to shoot anything horrid beyond.
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Post by Lord Huthor on Feb 19, 2015 13:45:47 GMT
Gerin pulls the door open and steps inside.
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Post by mullmann on Feb 19, 2015 23:00:58 GMT
You enter into a 10' wide arched corridor that runs east-west. The walls are of the same gritty sand-stone. Periodically you see sconce holders set in the wall, although none are lit and some are broken. The corridor also extends south from your current position.
Scouting out a bit with your torch..
You go 20' south down the corridor and see doors on either side.
Scouting down to the east you go 30' and the corridor dead ends. There is a door here on the south wall
Scouting down to the west you go 30' down and there is a door facing west, and the corridor also turns and heads further north here.
What would you like to do?
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Post by mullmann on Feb 20, 2015 1:10:38 GMT
You get the feeling this place is vast, ancient and perhaps untouched judging by the layers of dust..
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Post by Lord Huthor on Feb 21, 2015 1:22:19 GMT
"Looks like the cleaning staff are late to work this morning." mutters Gerin.
Looking around at the surrounding area, he decides it might be a good idea to have either the thief or the hobbit check around the turn in the corridor.
If a fast retreat is needed from whatever lies behind the doors, best to have some idea of what you're running towards.
"Place feels like a tomb....." He rubs his holy symbol nervously.
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Post by mullmann on Feb 21, 2015 6:19:48 GMT
Snakefingers (temp Npc) has no problem taking the torch and heading north up the corrodor on a scouting mission. He goes 60' and finds himslef at an intersection. Directly north, facing him in a recessed alcove is a 6' tall coal black stone statue of a muscular man with the head of a sea bird/gull. There is a stone door 10' away to the west. To his east 10' is a wooden door.
He retraces his steps back and reports this to the party.
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Post by Lord Huthor on Feb 23, 2015 4:43:58 GMT
Gerin waves his mace in the direction of the door on the southern wall in the eastern passage (ooc: passage we're in after exiting first room).
"If nobody objects, I would like to find a way out of this place as soon as can be managed. This place has the feel of a grave, and I'd rather it not become mine. I've sworn to die drunk in a grassy field with a horn of ale in one hand, and a rather accommodating female acolyte in the other."
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Post by chris107 on Feb 23, 2015 17:40:02 GMT
Noggin agrees with Gerin, the place does have a very unhealthy feel to it. He will go, and after listening, will open the door that the grumpy cleric has gestured to.
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